Material Function Access to Multiple Light Vector and Contribution

Hello,

We are currently looking into implementing a six-point lighting setup for our VFX sprites. We’ve been able to access the directional light vector and fake other types of light using SDF shapes and can update them manually using code/blueprint . But, we were wondering if you could give us a hint on how to access all the lights in the scene in the scene with a material function and their direct and indirect light contributions. Like this example provided by Unity: https://unity.com/blog/engine-platform/realistic-smoke-with-6-way-lighting-in-vfx-graph

Cheers, Xavier

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Hi Xavier,

6-way lighting for VFX was submitted recently for Substrate (Volumetric 6-axis BSDF node) in the following changelists:

UE6 CL#56380655 (938985) Substrate - Added Volumetric6AxisBSDF.

Only for translucent meshes (blend grey transmittance or composite)

Works with Lumen and NMT.

UE6 CL#57843160 (758339) Substrate - fixed shader warning when using the volumetric 6 axis BSDF.

UE6 CL#57841452 (c11ce8) Substrate

- 6 axes volumetric BSDF - fixed missing normal for volumetric directional lighting model sampling the translucent lighting volumes.

- Fixed missing dir light contribution for directional translucent lighting volume on mobile forward.

- Fixed missing set of bAffectsTranslucentLighting on mobile directional light.

Hope this helps, and please let us know if you still want to pursue a custom implementation or cannot use this one.

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Thanks we’ll look into it and let you know.

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